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Summary 1. Introduction 2. Serious games as Educational Tools 3. - PowerPoint PPT Presentation

Summary 1. Introduction 2. Serious games as Educational Tools 3. The Design of the Serious Game 4. Final Remarks 2 1. Introduction Serious games main objective other than mere entertainment Includes knowledge transmission to the


  1. Summary 1. Introduction 2. Serious games as Educational Tools 3. The Design of the Serious Game 4. Final Remarks 2

  2. 1. Introduction Serious games  main objective other than mere entertainment Includes knowledge transmission to the player Motivation: challenges; reward systems USE Education at Military Purposes Training of top Athletes Rehabilitation Several Levels … 3

  3. 1. Introduction (cont.) Serious Games Idea: Not New 1789  first reference to simulation games: game similar to modern war games (Helwing) Later  improved by a military strategy scholar Only for fun  cannot be considered a serious game First serious game in the military context: Kriegsspiel  official training of the Prussian army (strategic and military capabilities) Twentieth century  improvement and gain of new characteristics  war games reproduce actual conditions of great historical battles 4

  4. 1. Introduction (cont.) Training of Athletes IntelliGym (hockey or basketball players)  to improve core competencies until recently could not be trained: • Decision-making under pressure • Running • Peripheral vision • Concentration • Anticipation 5

  5. 1. Introduction (cont.) Rehabilitation and Physical Therapy Neurogame therapy  patients with movements seriously compromised due a stroke Handcopter  Helicopter control to finger flexion and relaxation Rehabtimals Pro  physiotherapist analyzes the rotation angles captured, notes reconstructions of movements, watches video sessions (treatment control and management) 6

  6. 1. Introduction (cont.) Education Area Students accustomed to use: • Social networks • Collaborative online tools • File shared storage tools Traditional classes unattractive and not very motivating Teacher: take advantage of digital literacy of students  introduction of technological innovations (serious games) 7

  7. 2. Serious games as educational tools Certain situations in the real world  problems of safety, cost, time… Eg: Real weapons to train militar strategies  high probability of an accident Solution: serious games (realistic and immersive)  as productive as reality Games in learning contexts: The Oregon Trail  realities of life of the pioneers of the nineteenth century settlers, in the Oregon Trail 8

  8. 2. Serious games as educational tools (cont.) Math Blaster! (learn mathematical skills)  story of a rescue in a futuristic universe, which takes the player to Number Munchers (learn mathematical skills)  grid square with a numerical expression or word; player controls a green character (Muncher), avoiding deadly monsters Supercharged!  use the electromagnetism physics to load spaceship (a charged particle) and navigate through the three-dimensional space MyQuímica  drag chemical compounds of the periodic table to a test tube 9

  9. 2. Serious games as educational tools (cont.) ActivChemistry  chemistry lab: allows performing experiences avoiding dangerous situations Where in the world is Carmen Sandiego?  world geography, flags, coins … Castle of Puzzles (learn to program)  several challenges corresponding to studied subjects 10

  10. 3. The Design of the Serious Game Total Challenge  dynamic work environment  students become more involved in various activities and understand and consolidate knowledge Target group  children attending the first four years of school General Outline of the Game Most complex technical procedures difficult to execute by children  supported by tutors Goal: track and improve several cognitive abilities  necessary a system to monitor the developments and send the data for further analysis. Historical record  user/tutor must ensure the system is connected to a central database via Internet 11

  11. 3. The Design of the Serious Game (cont.) Online mode: • Required connection to Internet • Required register the user in the official game website • Help of a tutor may be necessary To play  after registration, user must enter the identification • • and the password New level of competitiveness  greater motivation Offline Mode: Most suitable: • Training • Device without Internet access • Possibility to set all parameters of the game 12 • Player does not compete with others for rankings

  12. 3. The Design of the Serious Game (cont.) All data of each player sent to a central server Centralization  two functions: • Access to all data for research purposes • Access the results to analyze the evolution over time Difficulty level related to: • Response time • Complexity of the contents • Number of rounds for each game level These parameters can be changed by the researchers to optimize them 13

  13. 3. The Design of the Serious Game (cont.) User Interface • Simple • Designed especially for children Game control: three buttons (blue, yellow and red) • Attached to keys or specific command • Carry out actions identified on the screen (fast forward, rewind and select) 14

  14. 3. The Design of the Serious Game (cont.) Voice aids (also written in text form)  facilitate understanding of all areas of the game • Friendly and fun shades • Motivational messages Idea and Design Four main sections: Instructions  help for the correct use of the game • Ranking  results of the top 10 played, by difficulty level • Settings  to do login for the online mode; parameterize • • the offline mode; voice support Play  the game itself, three challenges. • 15

  15. 3. The Design of the Serious Game (cont.) All challenges: • Based on interactions with images of different categories (transport, animals, and clothing) • Test cognitive disorders: memory, decision-making time, ability of observation, association, perception player … 16

  16. 3. The Design of the Serious Game (cont.) First challenge: • Presented randomly three images • Two images belong to the same category; the other belong to a different category • Goal: find the image outside the context of the others This challenge test: ability of perception, decision-making, association and categorization 17

  17. 3. The Design of the Serious Game (cont.) Second challenge: • Generated randomly three images of different categories Period of observation  images shuffled  limited • time to reorganize them (initial order) This challenge test: ability of observation and memorization 18

  18. 3. The Design of the Serious Game (cont.) Third challenge : • Generated randomly three images of different categories • Presented one of these categories by means of sound and text • Goal: select the image that corresponds to this category This challenge test: categorization capacity and knowledge application 19

  19. 3. The Design of the Serious Game (cont.) Greater degree of difficulty  greater categories complexity (range from the general to the specific knowledge) Example: Easy level  general categories (transports,clothing, animals …) • Difficult level  specific categories (as air, land, sea transports …) • Different degrees of difficulty  different response times Level of education required  Difficulty level: 1st grade  easy level • 2nd or 3 rd grade  medium level • 4 th grade  difficult level • Each correct answer has a fixed score of five points that is multiplied by the remaining time by 20 the timer, which means that the quicker is the answer, the higher is the score.

  20. 3. The Design of the Serious Game (cont.) Each correct answer  fixed score of five points multiplied by the remaining time by the timer (quicker the answer  higher the score ) Advance to the next challenge  minimum score (2/3 of the challenge total score in the worst conditions) Game ends  displayed one congratulatory message Player cannot complete the game  encouraged to play again (try to get a better score) Online mode  all the results obtained by level and by round sent to the remote server (response times, numbers of correct or incorrect responses and final result) 21

  21. 3. The Design of the Serious Game (cont.) VÍDEO 22

  22. 4. Final Remarks • Notable efforts to make learning more enjoyable and more motivating Serious games  educational content and fun activities • Formal education  rules imposed by adults, children obliged to give up what they want • Paradox of the serious game: • Set of rules But activity that: • Stimulates competition • Gives the feel of a space detached of norms and impositions • Makes children to be in tune with the adults Conditions for a more effective learning  maximize the construction of knowledge 23

  23. 4. Final Remarks (cont.) Serious game origin  not digital • Currently  use of the potential of the new technologies Learning tool • Competition, goals, rules, challenges, choices, and fantasy  motivation to facilitate learning • All games discussed  high degrees of success • We expect: More and more sophisticated serious games  More satisfactory results • • Efficiency of education is a reality competitiveness patterns lead to excellence • Total Challenge to be a successful tool in relation to the proposed objective No statistical results  future work 24

  24. Thank You! Vítor Carvalho (vcarvalho@ipca.pt) This work has been supported by FCT – Fundac̨ā o para a Ciẽ ncia e Tecnologia within the Project Scope: PEst- OE/EEI/UI0319/2014

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